Saturday, August 31, 2013

Review: Space Hulk



I’m definitely a huge supporter of smaller developers stepping out and taking on some daring ideas, turning them over and making some of my favourite games. Some even go out to out-play even AAA-titles like CoD, like Killing Floor. Don’t get me wrong though, there are plenty of indie games that flop like a soggy flannel, but considering I can buy five games made by independent developers over one name-brand developer’s game and the hit-miss ratio is about the same, I see Indie games as a much better alternative, and you still get those hidden gems. Space Hulk is not one of those gems.


I love a good turn-based strategy game. Titles such X-COM and Civilization are some of the most well known definitions of the genre. I also enjoy a little tabletop gameplay from time to time, and the Warhammer 40K universe is definitely very deep in history and it offers some amazing opportunities for rich and spectacular games on both tabletop and keyboard. The original Space Hulk tabletop game has been around since 1989 and I have not had the privilege of playing it, my experience with 40K is still in its infancy. This electronic iteration of the game attempts to bring the experience of the board game, the tension between the Blood Angels and the Genestealers, into a brutally vicious computer game.

It does so, albeit poorly. The problem with the tabletop/pc transition is that half the fun is when you roll the dice, that black void of chance that may raise you up to victory or shun you to the depths of some bottomless pit. Instead, the computer spits out random numbers and you sit and watch; watching is not fun. With half the enjoyment of the game gone, there is nothing to fulfil that emptiness. As far as I’ve been told, it is a true copy of the tabletop game, so I can’t credit or discount them for any of the mission design. Though with that said, you get through them in about eight hours, which is significantly less than it would take on the table.
 


So with the game already designed by Games Workshop, perhaps the developers could focus on graphics and making it a great game to play? Perhaps not. I understand there have been numerous patches and fixes since release that may have addressed some of these issues that I have with the game, but let’s go through some when I played at release. Bullet effects skewed through walls rather than firing straight. I lost sound several times, requiring a restart. Constant miss-clicks causing undesired actions. Not registering that a Terminator had reached the exit. Spelling mistakes and once I had letters missing from words, requiring a restart. Animation glitches galore, the AI was dull and predicable and sometimes pathfinding broke, which caused the game to get stuck. The game was full of bugs and glitches and most weren’t game breaking, but some caused great frustration in an already tense game. Sadly, Space Hulk feels like it almost wasn’t tested and could have still been in beta. Always test, test and test everything in game design; many games have failed because of this mistake.

Art by Tremess http://tremess.deviantart.com/
I can’t finish this without at least giving some credit. There are some neat ideas they implemented, such as the suit camera that allowed you to see from the Terminator’s perspective. The game looks very good with the levels being very well detailed despite the design constraints, though I found some levels a bit unnecessarily dark.

Space Hulk was a great idea, attempting to bring to life a great concept, but it didn’t bring enough cards to the table to stand out. It also forgot its pants.

And there aren't any Orks in it. WAAAAAAGH!

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